Search found 914 matches

by optic delusion
Sun Mar 17, 2019 11:14 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 121
Views: 34265

Re: Apocalypse In Action :: Planet MoFo

"a loaf of bread" check your private messages.
by optic delusion
Sat Mar 16, 2019 4:27 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 121
Views: 34265

Re: Apocalypse In Action :: Planet MoFo

Uccio Taken Care of...
by optic delusion
Tue Mar 12, 2019 12:56 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 121
Views: 34265

Re: Apocalypse In Action :: Planet MoFo

Also, there are warnings to those who pick up a teamflag with unfair teams.

Self-Capture of your own flag on the other base is now a variable. Self-Capture is now a thing, but I don't think that will last very long.

The plugin is working, but It will take a few days to perfect it.
by optic delusion
Mon Mar 11, 2019 8:17 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 121
Views: 34265

CTF Overseer Plugin makes 25!

The CTF flag capture bounties and the penalties for unfair teamflag capture were one of the original functions of the Apocalypse-In-Action plugin. Those parts of the APOC plugin have now been split off into a new plugin called CTF-Overseer. The new plugin has a configuration file which can be change...
by optic delusion
Thu Feb 28, 2019 1:55 am
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 121
Views: 34265

Re: Apocalypse In Action :: Planet MoFo

It happens. The F12 detector does occasionally indicate false positives. Admins are not immune, It's even gotten me once. The auto-ban is not very long, but I have removed it. Only leave while dead, (die before leaving) and you are 100 percent safe. One thing though... the plugin remembers you, and ...
by optic delusion
Wed Jan 30, 2019 10:39 pm
Forum: Servers: General Discussion
Topic: Apocalypse In Action :: Planet MoFo
Replies: 121
Views: 34265

Team-Flag-Genocide

After six months of talking about it, and thanks to Allejo, we now have a change to Team-Flag-Genocide. It required a server mod that "finalizes" a player's death. You must be alive to collect genocide kills. This means: 1. When you fire a geno shot, but you die before that shot hits another player,...
by optic delusion
Sat Jan 05, 2019 11:34 pm
Forum: Servers: General Discussion
Topic: Pro Flag : Progressive Flag Mode 2.0
Replies: 4
Views: 191

Re: Pro Flag : Progressive Flag Mode 2.0

The reason Gun-Game disappeared was a huge and insurmountable bug. We we using a technique of "Flag Zapping" where first we would take away the flag you had, and then zap the new flag to you. Because of packet loss, sometimes a flag would fail to reach the tank it was sent to. This would be extremel...
by optic delusion
Sat Jan 05, 2019 2:08 pm
Forum: Servers: General Discussion
Topic: Pro Flag : Progressive Flag Mode 2.0
Replies: 4
Views: 191

Pro Flag : Progressive Flag Mode 2.0

We are very pleased to announce PROgressive FLAG Passion is coming out of it's testing phase today. Pro Flag Server Plugin by Zehra. Right now I'm using it with the old Passion map, but I have a map in development specifically designed for this plugin. Game play a significant change from anything th...
by optic delusion
Fri Dec 28, 2018 1:19 pm
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 6566

Re: Progressive Flag Mode

It's a new method of getting the flags to players. Instead of using "flag give" to remove the flag they had and then give them their new flag (we called this "zapping" flags and many times flags would fail to arrive because of packet loss), there are many small zones where flags are placed, and play...
by optic delusion
Fri Dec 28, 2018 1:12 pm
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 6566

Re: Progressive Flag Mode

I you look at the date of the first post in this thread, you will understand there are going to be some changes.
by optic delusion
Fri Dec 28, 2018 11:54 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 6566

Re: Progressive Flag Mode

Progressive Flag Mode has returned!
I figured out a way to do it that i thought would be bug free, no problems with lag causing missed flags.
Zehra made the plugin. It works!
We will do some final perfecting of the levels and bring it back in a few days.
by optic delusion
Sun Dec 16, 2018 4:46 pm
Forum: Help: Map Making
Topic: Team Flag spawn away from base?
Replies: 8
Views: 323

Re: Team Flag spawn away from base?

will it fly back to that zone after every drop? not just drops over pyramids?
by optic delusion
Sun Dec 16, 2018 12:54 pm
Forum: Help: Map Making
Topic: Team Flag spawn away from base?
Replies: 8
Views: 323

Team Flag spawn away from base?

How do you get a team flag to spawn at a location other than on the base? after a capture, of course.
by optic delusion
Tue Nov 20, 2018 1:24 pm
Forum: General Map Making Discussions
Topic: 3D Progams - best one?
Replies: 6
Views: 715

Re: 3D Progams - best one?

Purple Panzer does almost all of his work in Visual Basic. My advice to you would be, since you are familiar with BZEdit, use that to deign the overall shape and playability of the map, then use a 3D editor to apply eye candy. Using modeltool to convert obj to bzw (including drawinfo) is not difficu...
by optic delusion
Sat Oct 27, 2018 9:27 pm
Forum: Screenshots & Artwork
Topic: Shiny Metal Tank Wallpaper
Replies: 11
Views: 5404

Re: Shiny Metal Tank Wallpaper

This goes reeeeeaaaaaaaaaly nice with Apple's new "dark mode" in Mojave.
by optic delusion
Tue Jul 24, 2018 1:05 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 6566

Re: Progressive Flag Mode

It's running now on port 4201 Passion Map. Still testing. Gotta turn on Open-FFA, and other changes.
by optic delusion
Tue Jul 10, 2018 1:07 am
Forum: Plug-in Releases
Topic: Progressive Flag Mode
Replies: 21
Views: 6566

Re: Progressive Flag Mode

This is coming back, and it's going to work this time.
by optic delusion
Thu Jul 05, 2018 12:27 pm
Forum: General Discussion
Topic: Is BZFlag dying?
Replies: 5
Views: 794

Re: Is BZFlag dying?

Damn Godson, You are some kind of Nostradamus.
Did you figure that out all by yourself?
by optic delusion
Mon Jun 04, 2018 11:06 am
Forum: Screenshots & Artwork
Topic: Texture Packs
Replies: 5
Views: 1607

Re: Texture Packs

Spazzy made some bases in '08
base-chevron-green.png
base-chevron-green.png (110.74 KiB) Viewed 552 times
base-chevron-blue.png
base-chevron-blue.png (110.28 KiB) Viewed 552 times
base-chevron-purple.png
base-chevron-purple.png (110.89 KiB) Viewed 552 times
There's another set like this, which is the same, but different... but I have not been able to find it.
Looks like it was used in a Hi-X variant. Maybe someone has it.
red-base.jpg
(931.77 KiB) Not downloaded yet
by optic delusion
Sun Jun 03, 2018 2:47 pm
Forum: Plug-in Releases
Topic: UselessMine - Create Mines with the Useless Flag Once Again!
Replies: 20
Views: 9530

Re: UselessMine - Create Mines with the Useless Flag Once Again!

In the grenade plugin, we can make the size of the shockwave produced smaller than _shockOutRadius, (but not larger). This is done by ending the shock early. Also, the speed of the shock's enlargement can be controled.
Can this effect be applied to this plugin?
by optic delusion
Tue May 29, 2018 3:48 am
Forum: Screenshots & Artwork
Topic: Texture Packs
Replies: 5
Views: 1607

Re: Texture Packs

More than a little off topic, but here is something. http://images.planet-mofo.com/who/112707/
by optic delusion
Sun May 13, 2018 8:40 pm
Forum: Plug-in Releases
Topic: f5kicker 1.1
Replies: 11
Views: 2906

Re: f5kicker 1.1

There are some other things we do, but we don't talk much (in public) about exactly how we do cheat detection.
A couple weeks ago I found out I was using something new for over six months, and I didn't even know about it. They snuck it in on me.
by optic delusion
Sat Apr 07, 2018 5:22 pm
Forum: General Discussion
Topic: Well, well, well!
Replies: 10
Views: 1408

Re: Well, well, well!

Good to see ya' BIYA, Yeah, more than a few of us are still here. Some things change, some stay the same. I'd say there's been a little bit of a resurgence, in the last eight months to a year. (a little). If I pay attention I see a lot of old timers showing up to poke around for a bit. Hope you stay...
by optic delusion
Mon Mar 26, 2018 11:23 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1127

Re: Texturing to match object size

fixedscale 0 0 doesn't look right to me, try fixedscale 2 2

but i guess you've already found your solution with texsize
by optic delusion
Sun Mar 25, 2018 2:10 am
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1127

Re: Texturing to match object size

You can also do this with a "fixedscale" texture matrix.
If you do that, you should know that by default, textures repeat every 8 units.

Code that Trepan had prepared but never made it into official source had this material option.
texautoscale 8 8 # world view generated texcoord scales